Orks – Painboy on Warbike
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5

Painboy on Warbike*

NoNAME  M WS BS S T W A Ld Sv Base
90
Painboy on Warbike (base: 90 x 52mm)
1
90
Painboy on Warbike
14" 3+ 5+ 5 5 5 4 6 4+ 90 x 52mm
A Painboy on Warbike is a single model equipped with: 2 dakkaguns; ’urty syringe; power klaw.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Dakka 5/3
5
0
1
-
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
’Urty syringe
’Urty syringe
Melee
Melee
2
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 killsaw instead of 1 power klaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka Weapons
Dok’s Tools: When a INFANTRY or BIKER model would lose a wound within 3" of any friendly PAINBOYS, roll one D6; on a 6, that wound is not lost.
Sawbonez: At the end of your Movement phase, this model can attempt surgery on one friendly INFANTRY or BIKER model within 3". If it does, roll one D6; on a 1 that friendly model loses 1 wound, otherwise it regains D3 lost wounds. Each model can only have surgery attempted on it once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, PAINBOY

Datasheet-related Stratagems

BLITZA DAKKA1CP
Speed Freeks Speed Mob – Battle Tactic Stratagem

The Speed Freeks fire so many rounds, some just have to hit the target.

Use this Stratagem in your Shooting phase, when a SPEED MOB unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack that targets an enemy unit within 12", re-roll a hit roll of 1. If that SPEED MOB unit has the KUSTOM BOOSTA-BLASTAS keyword, re-roll a hit roll of 1-2 instead.
CRASHIN’ THROUGH1CP
Speed Freeks Speed Mob – Battle Tactic Stratagem

Speed Freeks take immense pleasure in crushing enemy positions with fiat-out vehicle charges.

Use this Stratagem in your Charge phase, when a SPEED FREEKS unit from your army finishes a charge move. If that unit has the Spiked Ram ability, it cannot use that ability this turn. Select one enemy unit within 1" of that SPEED FREEKS unit and roll one D6 for each model that SPEED FREEKS unit contains (to a maximum of six D6):
  • If that SPEED FREEKS unit has the BIKER keyword, for each dice result of 4+, that enemy unit suffers 1 mortal wound.
  • If that SPEED FREEKS unit has the VEHICLE keyword (excluding MEGATRAKK SCRAPJETS and KUSTOM BOOSTA-BLASTAS units), for each dice result of 4+, that enemy unit suffers D3 mortal wounds.
  • If that SPEED FREEKS unit has the MEGATRAKK SCRAPJETS or KUSTOM BOOSTA-BLASTAS keywords, for each dice result of 2-5, that enemy unit suffers D3 mortal wounds; for each dice result of 6, that enemy unit suffers 2D3 mortal wounds.
STICK IT TO ’EM, LADZ!1CP
Orks – Boarding Actions – Battle Tactic Stratagem

When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.

Use this Stratagem in the Fight phase, when an ORKS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
DAKKA STORM1CP
Orks – Boarding Actions – Battle Tactic Stratagem

Though it is normally known for its inaccuracy, the typical deluge of Ork shooting is utterly devastating in the close confines of a ship.

Use this Stratagem in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Dakka weapon, if a hit is scored, that attack scores 1 additional hit.
LEATHERHIDE1CP
Orks – Boarding Actions – Battle Tactic Stratagem

Orks live tough lives, their hardy greenskin constitutions pushed to extremes by the danger they surround themselves with. As a result, even the lowliest Ork can take a tremendous amount of punishment before being slain.

Use this Stratagem in any phase, when an ORKS unit from your army (excluding GRETCHIN units) is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
UNBRIDLED CARNAGE2CP
Goff – Battle Tactic Stratagem

When Goffs get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.

Use this Stratagem at the start of the Fight phase. Select one GOFF CORE or GOFF CHARACTER unit from your army that has the No Mukkin’ About Clan Kultur. Until the end of the phase, each time a model in that unit makes an attack, it scores an additional hit on an unmodified hit roll of 5+ instead of 6.
SHOWIN’ OFF1CP
Bad Moons – Battle Tactic Stratagem

A Bad Moon’s prodigious wealth allows him to spray bullets with abandon, in the knowledge he can always afford more.

Use this Stratagem when a BAD MOONS CORE or BAD MOONS CHARACTER unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Dakka weapon, an unmodified hit roll of 6 scores 1 additional hit.
TOO ’ARD TO DIE1CP
Orks – Boarding Actions – Epic Deed Stratagem

It can take a long time for an Ork to grasp the fact that it has been mortally wounded, especially if its enjoying a good fight.

Use this Stratagem in the Fight phase, when an ORKS unit from your army that has not already been selected to fight this phase is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can fight after the attacking models unit has finished making attacks, and is then removed from play.
ORKS IS NEVER BEATEN2CP
Orks – Epic Deed Stratagem

So resilient is Ork physiology - and so slow are Orks on the uptake - that even killing wounds can take a while to register.

Use this Stratagem in the Fight phase, when an ORKS CHARACTER model in your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. If the selected model’s characteristics change as it takes damage, use the bottom row of that model’s profile when resolving those attacks. After resolving the destroyed model’s attacks, it is then removed.
BIG BOSS1CP
Orks – Requisition Stratagem

The greatest Warbosses keep a few lieutenants around to reinforce their rule. This has the dual effect of ensuring commands are disseminated effectively, and that the Warboss is kept fighting fit.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
EXTRA GUBBINZ1CP
Orks – Requisition Stratagem

Some lucky gits get more than their fair share of shiny gubbinz.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER model in your army and give them one Shiny Gubbinz (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
TELLYPORTA2CP
Orks – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one non-MONSTER ORKS unit from your army that has Power Rating 20 or less. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. If you select a TRANSPORT unit, any embarked units remain embarked when this unit is set up on the battlefield.
WRECKAZ2CP
Deathskulls – Strategic Ploy Stratagem

Deathskulls instinctively know just where to hit an enemy vehicle in order to knock loose the best scrap.

Use this Stratagem at the start of your Shooting or Fight phase. Select one DEATHSKULLS CORE or DEATHSKULLS CHARACTER unit from your army. Until the end of the phase, each time a model in that unit makes an attack that targets a VEHICLE, add 1 to that attack’s wound roll.
DRIVE BY DAKKA1CP
Evil Sunz – Strategic Ploy Stratagem

Often all an enemy will see of the Evil Sunz is a blur of red as they speed by, guns blazing.

Use this Stratagem at the end of your Shooting phase. Select one EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a Normal Move as if it was your Movement phase. That unit is not eligible to charge this turn.
PILE THROUGH1CP
Orks – Boarding Actions – Strategic Ploy Stratagem

Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.

Use this Stratagem in your Movement phase when a Hatchway is opened, or in your opponent’s Movement phase when a Hatchway is opened. Until the end of the turn, any ORKS units from your army that are now within Engagement Range of one or more enemy units as a result of that Hatchway being opened count as having made a charge move this turn.
TELLYPORTA1CP
Orks – Boarding Actions – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Orks suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one ORKS unit from your army. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
MORE GITZ OVER ’ERE!1CP
Speed Freeks Speed Mob – Strategic Ploy Stratagem

Sometimes new targets that emerge are just too juicy to ignore.

Use this Stratagem in your Movement phase, when a SPEED MOB unit from your army Falls Back:
  • That unit is still eligible to shoot this turn even though it Fell Back.
  • If that unit has the BOOMDAKKA SNAZZWAGONS keyword, until the end of the turn, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.
MORE DAKKA!2CP
Orks – Wargear Stratagem

Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their weapon stops firing or falls apart in their hands.

Use this Stratagem in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, Dakka weapons that unit is equipped with are considered to be within half range when determining how many attacks are made with that weapon.
1CP

KULT OF SPEED

Specialist Detachment Stratagem

Orks thrive on the high-octane thrills of the Kults of Speed, large nomadic cavalcades that rampage across war zones leaving carnage in their wake.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword.
Dakka Weapons

Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.

Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
’Ere We Go

Even lumbering Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.

You can re-roll charge rolls made for units with this ability.
Mob Rule

The more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.

While this unit is within 6" of a friendly MOB unit that is not under half strength, this unit is never considered to be under half strength.

The TRANSPORT keyword is used in the following Orks datasheets:


– if this model is equipped with a supa-gatler, it gains the TRANSPORT keyword.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The GRETCHIN keyword is used in the following Orks datasheets:

Troops
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The GOFFS and CORE keywords are used in the following Orks datasheets:

Heavy Support

The BAD MOONS and CORE keywords are used in the following Orks datasheets:

Heavy Support
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The DEATHSKULLS and CORE keywords are used in the following Orks datasheets:

Heavy Support
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.

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Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Killsaw used in the following datasheets:

Troops
Boyz
+10

– may take Killsaw as an option.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

The KUSTOM BOOSTA-BLASTAS keyword is used in the following Orks datasheets:

The BIKER keyword is used in the following Orks datasheets:

The MEGATRAKK SCRAPJETS keyword is used in the following Orks datasheets:

The BOOMDAKKA SNAZZWAGONS keyword is used in the following Orks datasheets:

The BIKER keyword is used in the following Orks datasheets:

Dakkagun used in the following datasheets:

’Urty syringe used in the following datasheets:

The PAINBOY keyword is used in the following Orks datasheets:

© Vyacheslav Maltsev 2013-2023